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The primitive men who As soon as the leader receives a Mark of Chaos
dwell in the Northern through the Eye of the Gods special rule this test is no
lands on the border longer taken until the leader leaves the warband in
of the Chaos Wastes which case the new leader must prove himself to the
are called Marauders of Dark Gods the same way his predecessor did.
Chaos. They live in tribes
If the warband already includes a Spawn of Chaos the
and worship strange gods long forgotten by
doomed leader is simply erased from the roster. There
the civilised world. These Northmen are great warriors
may never be more than one Spawn of Chaos in a
and they endlessly strive to win the attention of their
single warband. The Eye of the Dark Gods rule is not
patron gods by proving themselves in many battles.
in effect if the warband leader did not take part in the
Some of the more ambitious chieftains lead their
previous battle
warbands south to the Cathayan Borderlands, leaving
burned villages and bloody trails in their wake, Hired Swords: Marauders of Chaos may only hire the
seeking greater and greater challenges all for the glory following Hired Swords: Pit Fighters, Ogres, Norse
of their dark gods. Shamans and Imperial Assassins plus any other Hired
To the east of Norsca lies the southern arm of the Swords which specify they may be hired by Marauders
Frozen Sea and, east of that, the Northern Wastes, of Chaos. Witches and Warlocks may be hired except
stretching many thousands of miles to the distant by warbands that include warriors with the Mark of
ocean. This cold and barren extension of the great Arkhar.
northern steppes is home to fierce nomad peoples, of
whom the greatest and most feared are the Kurgan to
the west and the Hung to the east. These races are
Choice of warriors
themselves divided into many inter-warring tribes, A Marauders of Chaos warband must include a
some more barbarous and bloodthirsty than others. minimum of three models. You have 500 gold crowns
which you can use to recruit and equip your warband.
The maximum number of warriors in the warband is
Special rules 15 (except for Hung warbands).
Eye of the Gods: An aspiring chaos follower is always Chieftain: Each Marauder warband must have one
watched by the vigilant eyes of the dark gods, who Chieftain: no more, no less!
reward the successful generously but punish failures Seer: Your warband may include one Seer.
harshly. Roll 2D6 after every battle. Condemned: Your warband may include one
Condemned.
Spawn of Chaos:
Chaos: If you lost the preceding battle Champions: Your warband may include up to two
add +1 to the roll for each of your Heroes that Champions.
was taken out of action during the battle. On a Marauders: Your warband may include any number of
total of 12 or more the warbands leader turns Marauders.
into a Chaos spawn (see rules below). Warhounds of Chaos: Your warband may include up
His experience, skills, injuries and to five Warhounds.
equipment are lost. Spawn of Chaos: Your warband may include one
Spawn of Chaos.
Mark of Chaos: If you won the
battle add +1 for every enemy
model the leader took out of Starting experience
action. On a total of 12 or more
you may choose a Mark of A Chieftain starts with 20 Experience.
Chaos for the winning A Seer starts with 8 Experience.
leader (see Marks of the Champions start with 8 Experience.
Dark Gods below). A Condemned starts with 8 Experience.
All Henchmen start with 0 Experience.
Characteristic increase
Profile M WS BS S T W I A Ld
Marauder 4 7 7 4 4 3 7 4 9
Marauders with the Chosen of Chaos skill use the
maximum profile for Warriors of Chaos:
Profile M WS BS S T W I A Ld
Warrior 4 8 8 5 5 3 8 5 9
Marauder equipment list
The following list is used by Marauder warbands to pick their equipment:
Chieftain
Seer
Condemned
Champion
4 Mystify Difficulty
Difficulty 8
Pain, beautiful Pain! last words of Snaghel, Exalted Seer of the Tribe of the Snake
Target enemy model within 8" will have their Initiative value reduced to 1 and will always
strike last in close combat, even if they charge an opponent or are armed with a spear or pike
and are charged themselves. This spell lasts until the target passes a Ld test during the
recovery phase.
1 Tchars Blessing
Blessing Difficulty: auto
The Seer prays to his god to fill him with wisdom and thus triumph over his enemies.
This spell must be used before the game and may only be used once. The Seer may not cast
spells in the following battle. After the game he gains D3 Experience points if he wasnt taken
out of action.
3 Foresight Difficulty 10
The Changer of the Ways pulls the strings of destiny to protect his servants.
This spell must be used before the game and may only be used once. Choose a warband. One
randomly determined Hero of that warband must miss the following game. Models that are
capable of casting spells or prayers are immune to this effect.
Onogal Rituals
The Nurgle Rituals are used by Seers with the Mark of Onogal the Crow. Replace the spell
Daemonic Vigour with Touch of Onogal.
1 Touch
Touch of Onogal Difficulty 10
The Seers body is covered with smallpox and blisters. His touch can transmit
devastating diseases.
This spell can be used against one of the Seers close combat opponents. If he takes the
model out of action in the following hand-to-hand combat phase, that player rolls for
Serious Injuries immediately. If the model dies permanently, replace it with a Nurgle
Plague Bearer (see Bestiary for rules) for the rest of the game under the Seers control. If
the Seer is stunned or taken out of action the Plague Bearer disappears into the Realm of
Chaos. Note that only one Plague Bearer can be created at a time.
Follow the darkest tribes
When starting a Marauders of Chaos warband you may SPECIAL RULES
decide which of the following three major Chaos Pedigree: Some Kurgan tribes delight in the spectacle
tribes your warriors belongs to. All warbands follow of trained pit hounds fighting against bears, trolls and
the same rules for Choice of Warriors, Skills and other creatures. A Kurgan warband may include any
Equipment. Any exceptions are described below. number of Warhounds of Chaos not only up to five.
Bone Bows: The Kurgans are renowned for making
scary bows, using the bones of their fallen enemies.
The Norse Heroes and Chaos Marauder Henchmen may use bows
(cost: 10 gold crowns, availability: common).
To the north of the Old World live the Norse tribes:
fierce barbarians, fur-clad and warlike - the very Difficult Customers: While some of the less
epitome of the warriors of Chaos. Their mountainous bloodthirsty of the Norse and Hung tribes even trade
sea-bound land is haunted by all manner of twisted with merchants from the south, the Kurgan live far
monstrous creatures, notably mutant Trolls and away from civilisation and when they come to raid the
Giants, and by nameless things that live deep under southern farmsteads and villages they are certainly not
the mountains. They are warriors at sea as well as on welcomed. Therefore a Kurgan warband suffers 1
land building longships in which they harass the when rolling to find Rare items except for Great Axes
southern lands and undertake journeys far to the and Barbed Whips.
west. The Norse have pale skin after the manner of
men of the Empire. They are generally held to be
especially tall and strong, and many have red or fair
The Hung
hair. Those that live the greatest distance from the The Hung are an oriental race perhaps shorter and
Realm of Chaos are the least favoured of their gods more squat than the people of Cathay but otherwise
and the most likely to be seen openly in more civilised resembling them. They are reckoned the greatest of all
lands as a result. horsemen and are said to learn to ride before they
learn even to walk. Northwards, the land is too poor
SPECIAL RULES and mountainous to support their horses, and the
Reavers: Due to their proximity to the Empire and the steeds of the Hung are typically small, tough beasts
frequency of their raiding, the Norse excel at finding that can survive where larger warhorses would quickly
the best equipment and supplies quickly. As such, they starve. Here the tribes hunt mutant monsters in the
gain a +1 to their rarity rolls when searching during shadow of the snow-capped mountains, gathering
the post-game sequence. their strength to raid the soft lands of Cathay to the
south.
Pantheon: The Norse worship a myriad of gods, spirits
and ancestors. As a result of their wide pantheon the
SPECIAL RULES
Eye of the Gods special rule's effect (of becoming a
Disloyalty: The treachery of the Hung is infamous. As
Chaos Spawn or receiving a Mark) happens on a result
one horseman is no more trustworthy than the next,
of 13+ instead of 12+.
these nomads tribal allegiance is flimsy at best. The
maximum number of warriors in the warband is 12
(instead of 15).
The Kurgan Affinity with Horses: Warhorses always cost 40 gold
The Kurgan are a raven haired, dark-skinned and crowns to the warband not only to starting
powerfully built race, quite unlike Old Worldlers in warbands. In addition, all Heroes (including
appearance. They are said to be equally at home on Henchmen that advance to Heroes) automatically have
foot or on horseback. When the armies of Chaos the Ride Warhorse skill. Note that the number of
gather to invade the Old World, it is the Kurgan mounts per warband is not restricted in the Border
that come most eagerly and in the greatest Town Burning setting.
numbers, for they are a numerous
people compared to the other tribes
of Chaos. It is the warriors of the
northernmost tribes who are the
fiercest and most likely to be
chosen by their gods.